/*
Copyright (C) 1997-2001 Id Software, Inc.

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
/*
==============================================================================

BERSERK

==============================================================================
*/

#include "g_local.h"
#include "m_berserk.h"

static int sound_pain;
static int sound_die;
static int sound_idle;
static int sound_punch;
static int sound_sight;
static int sound_search;

void berserk_sight(edict_t *self, edict_t *other)
{
    gi.sound(self, CHAN_VOICE, sound_sight, 1, ATTN_NORM, 0);
}

void berserk_search(edict_t *self)
{
    gi.sound(self, CHAN_VOICE, sound_search, 1, ATTN_NORM, 0);
}

void berserk_fidget(edict_t *self);
static const mframe_t berserk_frames_stand[] = {
    { ai_stand, 0, berserk_fidget },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL }
};
const mmove_t berserk_move_stand = {FRAME_stand1, FRAME_stand5, berserk_frames_stand, NULL};

void berserk_stand(edict_t *self)
{
    self->monsterinfo.currentmove = &berserk_move_stand;
}

static const mframe_t berserk_frames_stand_fidget[] = {
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL },
    { ai_stand, 0, NULL }
};
const mmove_t berserk_move_stand_fidget = {FRAME_standb1, FRAME_standb20, berserk_frames_stand_fidget, berserk_stand};

void berserk_fidget(edict_t *self)
{
    if (self->monsterinfo.aiflags & AI_STAND_GROUND)
        return;
    if (random() > 0.15f)
        return;

    self->monsterinfo.currentmove = &berserk_move_stand_fidget;
    gi.sound(self, CHAN_WEAPON, sound_idle, 1, ATTN_IDLE, 0);
}

static const mframe_t berserk_frames_walk[] = {
    { ai_walk, 9.1, NULL },
    { ai_walk, 6.3, NULL },
    { ai_walk, 4.9, NULL },
    { ai_walk, 6.7, NULL },
    { ai_walk, 6.0, NULL },
    { ai_walk, 8.2, NULL },
    { ai_walk, 7.2, NULL },
    { ai_walk, 6.1, NULL },
    { ai_walk, 4.9, NULL },
    { ai_walk, 4.7, NULL },
    { ai_walk, 4.7, NULL },
    { ai_walk, 4.8, NULL }
};
const mmove_t berserk_move_walk = {FRAME_walkc1, FRAME_walkc11, berserk_frames_walk, NULL};

void berserk_walk(edict_t *self)
{
    self->monsterinfo.currentmove = &berserk_move_walk;
}

/*

  *****************************
  SKIPPED THIS FOR NOW!
  *****************************

   Running -> Arm raised in air

void()  berserk_runb1   =[  $r_att1 ,   berserk_runb2   ] {{ ai_run(21);};
void()  berserk_runb2   =[  $r_att2 ,   berserk_runb3   ] {{ ai_run(11);};
void()  berserk_runb3   =[  $r_att3 ,   berserk_runb4   ] {{ ai_run(21);};
void()  berserk_runb4   =[  $r_att4 ,   berserk_runb5   ] {{ ai_run(25);};
void()  berserk_runb5   =[  $r_att5 ,   berserk_runb6   ] {{ ai_run(18);};
void()  berserk_runb6   =[  $r_att6 ,   berserk_runb7   ] {{ ai_run(19);};
// running with arm in air : start loop
void()  berserk_runb7   =[  $r_att7 ,   berserk_runb8   ] {{ ai_run(21);};
void()  berserk_runb8   =[  $r_att8 ,   berserk_runb9   ] {{ ai_run(11);};
void()  berserk_runb9   =[  $r_att9 ,   berserk_runb10  ] {{ ai_run(21);};
void()  berserk_runb10  =[  $r_att10 ,  berserk_runb11  ] {{ ai_run(25);};
void()  berserk_runb11  =[  $r_att11 ,  berserk_runb12  ] {{ ai_run(18);};
void()  berserk_runb12  =[  $r_att12 ,  berserk_runb7   ] {{ ai_run(19);};
// running with arm in air : end loop
*/

static const mframe_t berserk_frames_run1[] = {
    { ai_run, 21, NULL },
    { ai_run, 11, NULL },
    { ai_run, 21, NULL },
    { ai_run, 25, NULL },
    { ai_run, 18, NULL },
    { ai_run, 19, NULL }
};
const mmove_t berserk_move_run1 = {FRAME_run1, FRAME_run6, berserk_frames_run1, NULL};

void berserk_run(edict_t *self)
{
    if (self->monsterinfo.aiflags & AI_STAND_GROUND)
        self->monsterinfo.currentmove = &berserk_move_stand;
    else
        self->monsterinfo.currentmove = &berserk_move_run1;
}

void berserk_attack_spike(edict_t *self)
{
    vec3_t aim = {MELEE_DISTANCE, 0, -24};
    fire_hit(self, aim, (15 + (Q_rand() % 6)), 400);    //  Faster attack -- upwards and backwards
}

void berserk_swing(edict_t *self)
{
    gi.sound(self, CHAN_WEAPON, sound_punch, 1, ATTN_NORM, 0);
}

static const mframe_t berserk_frames_attack_spike[] = {
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, berserk_swing },
    { ai_charge, 0, berserk_attack_spike },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL }
};
const mmove_t berserk_move_attack_spike = {FRAME_att_c1, FRAME_att_c8, berserk_frames_attack_spike, berserk_run};

void berserk_attack_club(edict_t *self)
{
    vec3_t  aim;

    VectorSet(aim, MELEE_DISTANCE, self->mins[0], -4);
    fire_hit(self, aim, (5 + (Q_rand() % 6)), 400);     // Slower attack
}

static const mframe_t berserk_frames_attack_club[] = {
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, berserk_swing },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, berserk_attack_club },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL },
    { ai_charge, 0, NULL }
};
const mmove_t berserk_move_attack_club = {FRAME_att_c9, FRAME_att_c20, berserk_frames_attack_club, berserk_run};

void berserk_strike(edict_t *self)
{
    //FIXME play impact sound
}

static const mframe_t berserk_frames_attack_strike[] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, berserk_swing },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, berserk_strike },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 9.7, NULL },
    { ai_move, 13.6, NULL }
};

const mmove_t berserk_move_attack_strike = {FRAME_att_c21, FRAME_att_c34, berserk_frames_attack_strike, berserk_run};

void berserk_melee(edict_t *self)
{
    if ((Q_rand() % 2) == 0)
        self->monsterinfo.currentmove = &berserk_move_attack_spike;
    else
        self->monsterinfo.currentmove = &berserk_move_attack_club;
}

/*
void()  berserk_atke1   =[  $r_attb1,   berserk_atke2   ] {{ ai_run(9);};
void()  berserk_atke2   =[  $r_attb2,   berserk_atke3   ] {{ ai_run(6);};
void()  berserk_atke3   =[  $r_attb3,   berserk_atke4   ] {{ ai_run(18.4);};
void()  berserk_atke4   =[  $r_attb4,   berserk_atke5   ] {{ ai_run(25);};
void()  berserk_atke5   =[  $r_attb5,   berserk_atke6   ] {{ ai_run(14);};
void()  berserk_atke6   =[  $r_attb6,   berserk_atke7   ] {{ ai_run(20);};
void()  berserk_atke7   =[  $r_attb7,   berserk_atke8   ] {{ ai_run(8.5);};
void()  berserk_atke8   =[  $r_attb8,   berserk_atke9   ] {{ ai_run(3);};
void()  berserk_atke9   =[  $r_attb9,   berserk_atke10  ] {{ ai_run(17.5);};
void()  berserk_atke10  =[  $r_attb10,  berserk_atke11  ] {{ ai_run(17);};
void()  berserk_atke11  =[  $r_attb11,  berserk_atke12  ] {{ ai_run(9);};
void()  berserk_atke12  =[  $r_attb12,  berserk_atke13  ] {{ ai_run(25);};
void()  berserk_atke13  =[  $r_attb13,  berserk_atke14  ] {{ ai_run(3.7);};
void()  berserk_atke14  =[  $r_attb14,  berserk_atke15  ] {{ ai_run(2.6);};
void()  berserk_atke15  =[  $r_attb15,  berserk_atke16  ] {{ ai_run(19);};
void()  berserk_atke16  =[  $r_attb16,  berserk_atke17  ] {{ ai_run(25);};
void()  berserk_atke17  =[  $r_attb17,  berserk_atke18  ] {{ ai_run(19.6);};
void()  berserk_atke18  =[  $r_attb18,  berserk_run1    ] {{ ai_run(7.8);};
*/

static const mframe_t berserk_frames_pain1[] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL }
};
const mmove_t berserk_move_pain1 = {FRAME_painc1, FRAME_painc4, berserk_frames_pain1, berserk_run};

static const mframe_t berserk_frames_pain2[] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL }
};
const mmove_t berserk_move_pain2 = {FRAME_painb1, FRAME_painb20, berserk_frames_pain2, berserk_run};

void berserk_pain(edict_t *self, edict_t *other, float kick, int damage)
{
    if (self->health < (self->max_health / 2))
        self->s.skinnum = 1;

    if (level.framenum < self->pain_debounce_framenum)
        return;

    self->pain_debounce_framenum = level.framenum + 3 * BASE_FRAMERATE;
    gi.sound(self, CHAN_VOICE, sound_pain, 1, ATTN_NORM, 0);

    if (skill->value == 3)
        return;     // no pain anims in nightmare

    if ((damage < 20) || (random() < 0.5f))
        self->monsterinfo.currentmove = &berserk_move_pain1;
    else
        self->monsterinfo.currentmove = &berserk_move_pain2;
}

void berserk_dead(edict_t *self)
{
    VectorSet(self->mins, -16, -16, -24);
    VectorSet(self->maxs, 16, 16, -8);
    self->movetype = MOVETYPE_TOSS;
    self->svflags |= SVF_DEADMONSTER;
    self->nextthink = 0;
    gi.linkentity(self);
}

static const mframe_t berserk_frames_death1[] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL }

};
const mmove_t berserk_move_death1 = {FRAME_death1, FRAME_death13, berserk_frames_death1, berserk_dead};

static const mframe_t berserk_frames_death2[] = {
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL },
    { ai_move, 0, NULL }
};
const mmove_t berserk_move_death2 = {FRAME_deathc1, FRAME_deathc8, berserk_frames_death2, berserk_dead};

void berserk_die(edict_t *self, edict_t *inflictor, edict_t *attacker, int damage, vec3_t point)
{
    int     n;

    if (self->health <= self->gib_health) {
        gi.sound(self, CHAN_VOICE, gi.soundindex("misc/udeath.wav"), 1, ATTN_NORM, 0);
        for (n = 0; n < 2; n++)
            ThrowGib(self, "models/objects/gibs/bone/tris.md2", damage, GIB_ORGANIC);
        for (n = 0; n < 4; n++)
            ThrowGib(self, "models/objects/gibs/sm_meat/tris.md2", damage, GIB_ORGANIC);
        ThrowHead(self, "models/objects/gibs/head2/tris.md2", damage, GIB_ORGANIC);
        self->deadflag = DEAD_DEAD;
        return;
    }

    if (self->deadflag == DEAD_DEAD)
        return;

    gi.sound(self, CHAN_VOICE, sound_die, 1, ATTN_NORM, 0);
    self->deadflag = DEAD_DEAD;
    self->takedamage = DAMAGE_YES;

    if (damage >= 50)
        self->monsterinfo.currentmove = &berserk_move_death1;
    else
        self->monsterinfo.currentmove = &berserk_move_death2;
}

/*QUAKED monster_berserk (1 .5 0) (-16 -16 -24) (16 16 32) Ambush Trigger_Spawn Sight
*/
void SP_monster_berserk(edict_t *self)
{
    if (deathmatch->value) {
        G_FreeEdict(self);
        return;
    }

    // pre-caches
    sound_pain  = gi.soundindex("berserk/berpain2.wav");
    sound_die   = gi.soundindex("berserk/berdeth2.wav");
    sound_idle  = gi.soundindex("berserk/beridle1.wav");
    sound_punch = gi.soundindex("berserk/attack.wav");
    sound_search = gi.soundindex("berserk/bersrch1.wav");
    sound_sight = gi.soundindex("berserk/sight.wav");

    self->s.modelindex = gi.modelindex("models/monsters/berserk/tris.md2");
    VectorSet(self->mins, -16, -16, -24);
    VectorSet(self->maxs, 16, 16, 32);
    self->movetype = MOVETYPE_STEP;
    self->solid = SOLID_BBOX;

    self->health = 240;
    self->gib_health = -60;
    self->mass = 250;

    self->pain = berserk_pain;
    self->die = berserk_die;

    self->monsterinfo.stand = berserk_stand;
    self->monsterinfo.walk = berserk_walk;
    self->monsterinfo.run = berserk_run;
    self->monsterinfo.dodge = NULL;
    self->monsterinfo.attack = NULL;
    self->monsterinfo.melee = berserk_melee;
    self->monsterinfo.sight = berserk_sight;
    self->monsterinfo.search = berserk_search;

    self->monsterinfo.currentmove = &berserk_move_stand;
    self->monsterinfo.scale = MODEL_SCALE;

    gi.linkentity(self);

    walkmonster_start(self);
}
